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06f3c90cfb
* common: Add thread pool from yuzu * Is really useful for asynchronous operations like shader compilation and custom textures, will be used in following PRs * core: Improve ImageInterface * Provide a default implementation so frontends don't have to duplicate code registering the lodepng version * Add a dds version too which we will use in the next commit * rasterizer_cache: Rewrite custom textures * There's just too much to talk about here, look at the PR description for more details * rasterizer_cache: Implement basic pack configuration file * custom_tex_manager: Flip dumped textures * custom_tex_manager: Optimize custom texture hashing * If no convertions are needed then we can hash the decoded data directly removing the needed for duplicate decode * custom_tex_manager: Implement asynchronous texture loading * The file loading and decoding is offloaded into worker threads, while the upload itself still occurs in the main thread to avoid having to manage shared contexts * Address review comments * custom_tex_manager: Introduce custom material support * video_core: Move custom textures to separate directory * Also split the files to make the code cleaner * gl_texture_runtime: Generate mipmaps for material * custom_tex_manager: Prevent memory overflow when preloading * externals: Add dds-ktx as submodule * string_util: Return vector from SplitString * No code benefits from passing it as an argument * custom_textures: Use json config file * gl_rasterizer: Only bind material for unit 0 * Address review comments
116 lines
2.8 KiB
C++
116 lines
2.8 KiB
C++
// Copyright 2013 Dolphin Emulator Project / 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <chrono>
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#include <condition_variable>
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#include <cstddef>
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#include <mutex>
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#include <thread>
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#include "common/common_types.h"
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#include "common/polyfill_thread.h"
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namespace Common {
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class Event {
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public:
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void Set() {
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std::scoped_lock lk{mutex};
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if (!is_set) {
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is_set = true;
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condvar.notify_one();
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}
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}
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void Wait() {
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std::unique_lock lk{mutex};
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condvar.wait(lk, [&] { return is_set.load(); });
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is_set = false;
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}
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template <class Duration>
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bool WaitFor(const std::chrono::duration<Duration>& time) {
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std::unique_lock lk{mutex};
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if (!condvar.wait_for(lk, time, [this] { return is_set.load(); }))
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return false;
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is_set = false;
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return true;
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}
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template <class Clock, class Duration>
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bool WaitUntil(const std::chrono::time_point<Clock, Duration>& time) {
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std::unique_lock lk{mutex};
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if (!condvar.wait_until(lk, time, [this] { return is_set.load(); }))
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return false;
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is_set = false;
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return true;
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}
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void Reset() {
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std::unique_lock lk{mutex};
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// no other action required, since wait loops on the predicate and any lingering signal will
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// get cleared on the first iteration
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is_set = false;
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}
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[[nodiscard]] bool IsSet() {
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return is_set;
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}
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private:
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std::condition_variable condvar;
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std::mutex mutex;
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std::atomic_bool is_set{false};
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};
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class Barrier {
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public:
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explicit Barrier(std::size_t count_) : count(count_) {}
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/// Blocks until all "count" threads have called Sync()
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bool Sync(std::stop_token token = {}) {
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std::unique_lock lk{mutex};
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const std::size_t current_generation = generation;
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if (++waiting == count) {
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generation++;
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waiting = 0;
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condvar.notify_all();
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return true;
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} else {
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CondvarWait(condvar, lk, token,
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[this, current_generation] { return current_generation != generation; });
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return !token.stop_requested();
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}
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}
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std::size_t Generation() {
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std::unique_lock lk{mutex};
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return generation;
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}
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private:
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std::condition_variable_any condvar;
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std::mutex mutex;
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std::size_t count;
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std::size_t waiting = 0;
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std::size_t generation = 0; // Incremented once each time the barrier is used
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};
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enum class ThreadPriority : u32 {
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Low = 0,
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Normal = 1,
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High = 2,
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VeryHigh = 3,
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Critical = 4,
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};
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void SetCurrentThreadPriority(ThreadPriority new_priority);
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void SetCurrentThreadName(const char* name);
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} // namespace Common
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